Monday, September 22, 2014

More playing around with converting old monsters from 1st edition... this time, the Grell.



Another experiment in converting a monster as close to the original stats to the new 5e rules. Hell, this may already be officially statted out in the Monster Manual, but I’m going to try the exercise anyway.

I always had a soft spot for the Grell in the Fiend Folio, whose main shtick was that it was a giant flying brain-squid.

Grell, medium aberration, neutral evil
Armor class: 16 (natural, dex modifier)
Hit points 27 (5d8+5)
Speed: flight 30 feet
STR 15 (+2), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 13 (+1), Cha 5 (-3)
Skills: Perception +4, Stealth +5
Damage Immunities: Electricity
Senses: Darkvision 60ft; Passive Perception 13
Languages: Common

Actions
Multiattack: a grell can make 10 attacks with its tentacles.
Tentacles: Reach 10 feet, natural attack +5 hit, d4+2 damage plus save vs. CON (DC 11) or paralyzed for 1 minute. May roll each round to overcome the paralysis.
Drag and bite: Reach 10 feet. As a bonus action, the grell can grab a paralyzed target in two tentacles and drag it to the grell’s mouth. The bite is a +5 natural attack with advantage, d8+5 damage.

Sunday, September 21, 2014

Yes, I have succumbed to 5th edition, too. But look, kuo-toa!

My dormant gaming bug is being rekindled with a game I am starting on Tuesday using the new Dungeons and Dragons (Next/5th edition) rules. Seeing as I have not yet shelled out for a Monster Manual and I am interested in slowly introducing some older monsters into the game, I broke out my 1st edition Fiend Folio and, with a rudimentary understanding of the new rules, I churned out my first pass at adapting the old First Edition Kuo Toa from Descent into the Depths of the Earth/Vault of the Drow/Fiend Folio to the new rules. More or less, but simplified, highlighting what I thought was important, and not at all checked for correct math.

These may or may not resemble the official kuo toa. I don't even know if they made it into the official Monster Manual.


Kuo Toan fighter, medium humanoid, neutral evil

Armor class: 15 (natural, shield, dex modifier)
Hit points 11 (2d8+2)
Speed: 20 feet, swim 40 feet

STR 12 (+1), DEX 12 (+1), CON 13 (+1), INT 8 (-1), WIS 13 (+1), Cha 7 (-2)

Skills: Perception +3,
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 13
Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Harpoon: weapon attack +3 to hit, reach 5 feet, thrown range 20 feet/40 feet, 1d6+1 piercing, when used as ranged weapon, pull target struck by attack 10 feet


Bite: unarmed attack +3 to hit, reach 5 feet, 1d4+1 damage


Sticky shield: as a bonus action, a kuo-toan warrior can force his opponent to roll a DC10 DEX save to avoid having the weapon pulled away, stuck to the glue-like substance coating the kuo-toan’s shield.



Kuo Toan officer, medium humanoid, neutral evil

Armor class: 15 (natural, shield, dex modifier)
Hit points 11 (2d8+2)
Speed: 20 feet, swim 40 feet

STR 14 (+2), DEX 12 (+1), CON 13 (+1), INT 10 (0), WIS 13 (+1), Cha 7 (-2)

Skills: Perception +4
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 13
Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Harpoon: weapon attack +5 to hit, reach 5 feet, thrown range 20 feet/40 feet, 1d6+2 piercing, when used as ranged weapon, pull target struck by attack 10 feet


Bite: unarmed attack +5 to hit, reach 5 feet, 1d4+2 piercing


Sticky shield: as a bonus action, a kuo-toan officer can force his opponent to roll a DC10 DEX save to avoid having the weapon pulled away, stuck to the glue-like substance coating the kuo-toan’s shield



Kuo-toan Whip, medium humanoid, neutral evil

Armor class: 14 (natural, dex modifier)
Hit points 15 (3d9+2)

Speed: 20 feet, swim 40 feet

STR 14 (+2), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 14 (+2), Cha 7 (-2)

Skills: Acrobatics +4, Perception +4, Stealth +4

Damage Resistance: Electricity, Piercing

Damage Immunities: Poison

Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned

Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 14

Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Multiattack. The Whip makes two attacks: one with its bite and one with its dagger.


Dagger: weapon attack +3 to hit, reach 5 feet, thrown range 10 feet/2 feet, 1d4+2 piercing, poisoned weapon +1d6 poison damage plus target poisoned 1 hour


Bite: unarmed attack +3 to hit, reach 5 feet, 1d4+2 damage


Pack Tactics. The whip has advantage on an attack roll against a creature if at least one of the whip’s’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Sneak Attack: +1d6 damage to an opponent when you have advantage.



Kuo-toan Chief Whip, medium humanoid, neutral evil

Armor class: 14 (natural, dex modifier)

Hit points 29 (6d8+2)

Speed: 20 feet, swim 40 feet

STR 14 (+2), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 14 (+2), Cha 7 (-2)

Skills: Acrobatics +5, Perception +5, Stealth +5

Damage Resistance: Electricity, Piercing

Damage Immunities: Poison

Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned

Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 15

Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Multiattack. The Whip makes two attacks: one with its bite and one with its daggers.


Twin daggers: weapon attack +5 to hit, reach 5 feet, thrown range 10 feet/2 feet, 2d4+4 piercing, poisoned weapon +1d6 poison damage plus target poisoned 1 hour


Bite: unarmed attack +5 to hit, reach 5 feet, 1d4+2 damage


Pack Tactics. The whip has advantage on an attack roll against a creature if at least one of the whip’s’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Sneak Attack: +2d6 damage to an opponent when you have advantage.



Kuo-toan Eye, medium humanoid, neutral evil

Armor class: 14 (natural, dex modifier)

Hit points 22 (4d8+4)

Speed: 20 feet, swim 40 feet

STR 12 (+1), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 14 (+2), Cha 7 (-2)

Skills: Perception +4, Religion +5

Damage Resistance: Electricity, Piercing

Damage Immunities: Poison

Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned

Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 14

Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Pincer staff: weapon attack +3 to hit, reach 5 feet, 1d3+1 bludgeoning, strength save DC 11 to avoid being grappled


Bite: unarmed attack +3 to hit, reach 5 feet, 1d4+1 damage


Lightning bolt: 2 or more clerics may together generate a lightning bolt. Magical attack +4 to hit, range 100 ft, damage 1d8 lightning per cleric involved, Dexterity save DC 10 for half damage.


Spell-casting: the Eye is a 4th level spellcaster. Its spellcasting ability is Wisdom. (Save DC 10, +4 to hit with spell attacks). Eyes have the following spells prepared:


Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy

1st level (4 slots): bless, guiding bolt, healing word, shield of faith

2nd level (3 slots): hold person, silence, spiritual weapon.



Kuo-toan Priest, medium humanoid, neutral evil

Armor class: 14 (natural, dex modifier)

Hit points 33 (6d8+6)

Speed: 20 feet, swim 40 feet

STR 12 (+1), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 16 (+3), Cha 7 (-2)
Skills: Perception +5, Religion +6

Damage Resistance: Electricity, Piercing

Damage Immunities: Poison

Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned

Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 14

Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Pincer staff: weapon attack +4 to hit, reach 5 feet, 1d3+1 bludgeoning, strength save DC 11 to avoid being grappled


Bite: unarmed attack +4 to hit, reach 5 feet, 1d4+1 damage


Lightning bolt: 2 or more clerics may together generate a lightning bolt. Magical attack +5 to hit, range 100 ft, damage 1d8 lightning per cleric involved, Dexterity save DC 11 for half damage.


Spell-casting: the Eye is a 6th level spellcaster. Its spellcasting ability is Wisdom. (Save DC 12, +6 to hit with spell attacks). Eyes have the following spells prepared:


Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy

1st level (4 slots): bless, guiding bolt, healing word, shield of faith

2nd level (3 slots): hold person, silence, spiritual weapon

3rd level (3 slots): dispel magic, mass healing word, protection from energy


Kuo-toan Monitor, medium humanoid, neutral evil

Armor class: 17 (natural, dex modifier, wis modifier)

Hit points 45 (8d8+9)

Speed: 40 feet, swim 80 feet

STR 14 (+2), DEX 16 (+3), CON 13 (+1), INT 10 (0), WIS 16 (+3), Cha 7 (-2)

Skills: Perception +6, Religion +6

Damage Resistance: Electricity, Piercing

Damage Immunities: Poison

Condition Immunities: Charmed, Grappled, Paralyzed, Poisoned

Senses: Darkvision 60ft, 180 degree vision, Tremor Sense 10ft, Truesight; Passive Perception 16

Languages: Common, undercommon, Kuo-Toan


Amphibious. Kuo-toa can breathe air and water.



Actions

Multiattack: unarmed strikes and bites.


Unarmed strikes: unarmed attack +6 to hit, reach 5 feet, 2d6+4 bludgeoning, Cons save DC 10 or incapacitated 1 round


Bite: unarmed attack +4 to hit, reach 5 feet, 1d4+1 damage

Monday, June 23, 2014

Seriously? 50 bucks? That's crazy.

Oddly, Noble Knight has a copy of the print version of SSOA for sale as a near-mint used item. But 50 bucks? I didn't know my little book counted as a collectible.


Thursday, June 19, 2014

I'm alive, just not very productive.

I have not been doing as much gaming work lately. Instead, I have been painting, gardening, and working a lot. It has been a good year in general. At least it was until I came down with infectious mononucleosis with a lung infection that might be early stages of pneumonia. (Seriously, who gets mono at 46?)

I have been at home from work, alternating between sleeping and doing some gaming writing. Maybe I will get back to the blog on a regular basis. But for now, here is a link to a simple 16-page intentionally sketchy campaign setting: Estarion.
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